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Triggers
The_Rebellion_ V_1.5.w3x
Variables
Initialization
Melee Initialization
Bounty and other shit
Villager Spawn
Town uno
Town dos
Town Tres
Quests LAWS
Help text
Laws
Help Text
Rebels
Red Empire
All
Recruit
Recruiting 2
Recruiting 4
Recruiting 5
Recruiting 7
Recruiting 9
Recruiting 10
Recruiting 11
Villager into Soldier
Vz
Castle Pats
Pats
Commands
Playing 1 red
Playing 2 blue
Playing 4 purple
Playing 5 Yelow
Playing 6 orange
Playing 7 green
Playing 9 grey
Playing 10 light blue
Playing 11 dark green
Start Resources
Red
Orange
Blue
Yellow
Purple
Green
Gray
Light Blue
Dark Green
Income for Red empire
Player 1 red
Player 6 orange
Orange color
Protest
Surrender
Lodges
lodge 1
lodge 2
lodge 3
Change
Change for Assasin
Change for Assasin back to villager
Change for Ranger
Change for Ranger back to Villager
Change for Warrior
Change for Warrior back to Villager
Villager
Assasin
Ranger
warrior
Pack up
HQ 1 to Horse
Horse 1 to HQ
HQ 2 to Horse
Horse 2 to HQ
HQ 3 to Horse
Horse 3 to HQ
Barracks 1 to Horse
Horse 1 to Barracks
Barracks 2 to Horse
Horse 2 to Barracks
Barracks 3 to Horse
Horse 3 to Barracks
R Armory 1 to Horse
Horse to R Armory 1
R Armory 2 to Horse
Horse to R Armory 2
R Armory 3 to Horse
Horse to R Armory 3
War if Attack
WAr
Allying Other Players
Red is allied by Orange
Blue is allied by Purple
Blue is allied by Yellow
Blue is allied by Green
Blue is allied by Gray
Blue is allied by Light blue
Blue is allied by Dark Green
Purple is allied by Blue
Purple is allied by Yellow
Purple is allied by Green
Purple is allied by Gray
Purple is allied by light Blue
Purple is allied by Dark Green
Yellow is allied by Blue
Yellow is allied by Purple
Yellow is allied by Green
Yellow is allied by Gray
Yellow is allied by light Blue
Yellow is allied by Dark Green
Orange is allied by Red
Green is allied by Blue
Green is allied by Purple
Green is allied by Yellow
Green is allied by Gray
Green is allied by Light Blue
Green is allied by Dark Green
Gray is allied by Blue
Gray is allied by Purple
Gray is allied by Yellow
Gray is allied by Green
Gray is allied by Light Blue
Gray is allied by Dark Green
Light Blue is allied by Blue
Light Blue is allied by Purple
Light Blue is allied by Yellow
Light Blue is allied by Green
Light Blue is allied by Gray
Light Blue is allied by Dark Green
Dark Green is allied by Blue
Dark Green is allied by Purple
Dark Green is allied by Yellow
Dark Green is allied by Green
Dark Green is allied by Gray
Dark Green is allied by Light Blue
Red Empire Money
Taxation
Ally
Villager = money
Income for Rebel Support 1
Income for Rebel support 2
Income for Rebel hall 1
Income for Rebel hall 2
Spawning Attack Empire
Gate
Red Empire Laws
Law 1
Law 2
Law 3
Law 4
Law 5
Law 6
Law 7
Limits
Conscript
Armoured Rebel
Workers Red n Orange
Elites Red Empire
Elite Guardsmen if Choose
Elite Soldiers if Choose
Empire Captains
Town 1
T1 Empire
T1 Rebels
Money T1 Empire
Money T1 Rebels
Turn off Money Empire T1
Turn off Money Rebels T1
Town 2
T2 Empire
T2 Rebels
Money T2 Empire
Money T2 Rebels
Turn off Money Empire T2
Turn off Money Rebels T2
Town 3
T3 Empire
T3 Rebels
Money T3 Empire
Money T3 Rebels
Turn off Money Empire T3
Turn off Money Rebels T3
Win
Win Rebels
Teal Enemy Rebels
Town 1
Town 2
Town 3
Player leaves
Player 1
Player 2
Player 4
Player 5
Player 7
Player 6
Player 9
Player 10
Player 11
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Assasin
item
No
ItemNull
Assasinitem
itemcode
No
I001
RebellionSupport
group
Yes
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Bounty and other shit
Events
Time - Elapsed game time is 0.50 seconds
Conditions
Actions
Set Variable Set Assasin = Assasin
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
Town uno
Events
Time - Every 450.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Villager (Male) for Player 12 (Brown) at (Center of Region_019 <gen>) facing Default building facing degrees
Town dos
Events
Time - Every 450.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Villager (Male) for Player 12 (Brown) at (Center of Region_020 <gen>) facing Default building facing degrees
Town Tres
Events
Time - Every 450.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Villager (Male) for Player 12 (Brown) at (Center of Region_021 <gen>) facing Default building facing degrees
Help text
Events
Time - Elapsed game time is 0.05 seconds
Conditions
Actions
Quest - Create a Optional quest titled READ IF YOU ARE REBELS! with the description When you initially start the game, you need to purchese a hero. After doing that you need to turn into the hero you just bought and then turn back into your villager. That will ally you to the empire. Then go through the way gate. , using icon path ReplaceableTextures\CommandButtons\BTNGnollWarden.blp
Quest - Create a Optional quest titled Villagers into Soldiers with the description In order to recruit villagers to your cause you need to select your hero, and use the recruit villager ability on a villager in one of the cities. This will recruit him to your cause. Then take him to one of your Blacksmiths and use the turn villager into soldier ability. This will make him into a soldier. , using icon path ReplaceableTextures\CommandButtons\BTNCallToArms.blp
Laws
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Quest - Create a Required quest titled Law 1 with the description Any form of rebellion, public or secret, is punishable by death. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressAdept.blp
Quest - Create a Required quest titled Law 2 with the description Any unauthorized military structure is subject to a 500 gold fine to all surrounding players and its owner is subject to the penalty of death. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressAdept.blp
Quest - Create a Required quest titled Law 3 with the description Any rebellious base found is subject to supervision by military officers and a 300 gold fine. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressAdept.blp
Quest - Create a Required quest titled Law 4 with the description Failure to comply to any Imperial official is subject to a 100 gold fine. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressAdept.blp
Quest - Create a Required quest titled Law 5 with the description Any person declaring protest against the empire is subject to a 1000 gold fine, requires immidiate submission to Imperial officials, and the protest must be ended. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressAdept.blp
Quest - Create a Required quest titled Law 6 with the description Any attack on Imperial troops is subject to death to all involved soldiers and a 1000 gold fine. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressAdept.blp
Quest - Create a Required quest titled Law 7 with the description Failure to comply to any law is subject to supervision and punishment. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressAdept.blp
Quest - Create a Optional quest titled Allying other Rebels with the description Type -ally color to ally other rebels that you may have attacked on accident. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressMaster.blp
Rebels
Events
Time - Elapsed game time is 6.00 seconds
Conditions
Actions
Game - Display to (All allies of Player 2 (Blue).) the text: First of all please purchase a hero from the nearby tavern. Then go through the wayagate and change into your newly aquired hero, then change back. This will ally you to the empire so they wont kill you...for now.
Wait 20.00 seconds
Game - Display to (All allies of Player 2 (Blue).) for 20.00 seconds the text: ===Rebels===You have to find a goldmine, you can take as long as you want.Build Structures and try to keep your self in a safe spot, build more than one HQ just in case. Hide your military structures from the empire so you do not provoke attack.
Wait 20.00 seconds
Game - Display to (All allies of Player 2 (Blue).) for 20.00 seconds the text: The Red Empire, the ruling nation in these parts is lead by a Tyrant, and he holds a tight grip on your life. You are taxed 50% and one of your objectives is to stop paying this tax. This will be done later on in the game.
Wait 20.00 seconds
Game - Display to (All allies of Player 2 (Blue).) the text: But your one single Hope and Goal is Simple: Kill the Tyrant of the red empire.... or will you fall to the Empire's armies, or even be bribed to turn against your allies?
Wait 20.00 seconds
Cinematic - Ping minimap for (All allies of Player 2 (Blue).) at (Center of Region_005 <gen>) for 10.00 seconds
Game - Display to (All allies of Player 2 (Blue).) the text: This is where the tyrant resides. Now go through the Waygate. (If you haven't already!)
Wait 20.00 seconds
Game - Display to (All allies of Player 2 (Blue).) the text: Also, in order to recruit villagers to your cause you need to select your hero, and use the recruit villager ability on a villager in one of the cities. This will recruit him to your cause. Then take him to one of your Blacksmiths and use the turn villager into soldier ability. This will make him into a soldier.
Red Empire
Events
Time - Elapsed game time is 6.00 seconds
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) for 30 seconds the text: ====Red Empire====Welcome, you are the elite army of the Lord Tyrant himself, sent to do his will to the Villagers. You are taskes with crushing all rebellion. But it does not mean you cannot profit from it. If you a rebel base do not just destroy it, charge them money to keep it from being destroyed. Then if that player attacks you later on you'll destroy that base because you know where it is!
Wait 30.00 seconds
Game - Display to (All allies of Player 1 (Red).) the text: You Get lumber from trees, and you get gold from taxing the Local villagers who mine (Rebel Players). This of course, is not the only way. By killing rebels you also make money. DONT JUST KILL EVERYONE. Be crafty and use the rebels as an extra income by charging them money. This will benifit you and impair them. This will make the game much more fun, especially for you!
Wait 30.00 seconds
Game - Display to (All allies of Player 1 (Red).) the text: But be weary of the rebels, they are crafty as well and may be nice to you then attack. Do not leave your bases undefended. That could mean your demise. Also abide by the Imperial Laws, they are good guidelines to follow.
Game - Display to (All allies of Player 1 (Red).) the text: ======The LAWS are in the quest section=====
All
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Hello! Welcome to the Rebellion!
Wait 3.00 seconds
Game - Display to (All players) the text: ====Type -playing to begin your journey.====
Recruiting 2
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Recruit a Villager (REAL!)
(Owner of (Casting unit)) Equal to Player 2 (Blue)
(Unit-type of (Target unit of ability being cast)) Equal to Villager (Male)
Actions
Unit - Remove (Target unit of ability being cast) from the game
Unit - Create 1 . Recruited Villager (Male) for Player 2 (Blue) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Recruiting 4
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Recruit a Villager (REAL!)
(Owner of (Casting unit)) Equal to Player 4 (Purple)
(Unit-type of (Target unit of ability being cast)) Equal to Villager (Male)
Actions
Unit - Remove (Target unit of ability being cast) from the game
Unit - Create 1 . Recruited Villager (Male) for Player 4 (Purple) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Recruiting 5
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Recruit a Villager (REAL!)
(Owner of (Casting unit)) Equal to Player 5 (Yellow)
(Unit-type of (Target unit of ability being cast)) Equal to Villager (Male)
Actions
Unit - Remove (Target unit of ability being cast) from the game
Unit - Create 1 . Recruited Villager (Male) for Player 5 (Yellow) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Recruiting 7
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Recruit a Villager (REAL!)
(Owner of (Casting unit)) Equal to Player 7 (Green)
(Unit-type of (Target unit of ability being cast)) Equal to Villager (Male)
Actions
Unit - Remove (Target unit of ability being cast) from the game
Unit - Create 1 . Recruited Villager (Male) for Player 7 (Green) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Recruiting 9
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Recruit a Villager (REAL!)
(Owner of (Casting unit)) Equal to Player 9 (Gray)
(Unit-type of (Target unit of ability being cast)) Equal to Villager (Male)
Actions
Unit - Remove (Target unit of ability being cast) from the game
Unit - Create 1 . Recruited Villager (Male) for Player 9 (Gray) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Recruiting 10
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Recruit a Villager (REAL!)
(Owner of (Casting unit)) Equal to Player 10 (Light Blue)
(Unit-type of (Target unit of ability being cast)) Equal to Villager (Male)
Actions
Unit - Remove (Target unit of ability being cast) from the game
Unit - Create 1 . Recruited Villager (Male) for Player 10 (Light Blue) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Recruiting 11
Events
Unit - A unit Begins casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Recruit a Villager (REAL!)
(Owner of (Casting unit)) Equal to Player 11 (Dark Green)
(Unit-type of (Target unit of ability being cast)) Equal to Villager (Male)
Actions
Unit - Remove (Target unit of ability being cast) from the game
Unit - Create 1 . Recruited Villager (Male) for Player 11 (Dark Green) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Vz
Events
Unit - A unit Starts the effect of an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Turn Villager into Soldier
(Unit-type of (Target unit of ability being cast)) Equal to Recruited Villager (Male)
Actions
Unit - Remove (Target unit of ability being cast) from the game
Unit - Create 1 . Rebel Soldier for (Owner of (Target unit of ability being cast)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Pats
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Unit Group - Order (Units in Patrol_castle_1 <gen>) to Patrol To . (Center of Pat_to_zone_1_castle <gen>)
Unit Group - Order (Units in Castle_pat_2 <gen>) to Patrol To . (Center of Castle_pat_to_zone_2 <gen>)
Playing 1 red
Events
Player - Player 1 (Red) types a chat message containing -playing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Red Empire Base of Operations for Player 1 (Red) at (Center of Player_1_red_zone <gen>) facing Default building facing degrees
Unit - Create 1 . Red Empire Worker for Player 1 (Red) at (Center of Player_1_red_zone <gen>) facing Default building facing degrees
Trigger - Turn off Playing_1_red <gen>
Playing 2 blue
Events
Player - Player 2 (Blue) types a chat message containing -playing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Villager for Player 2 (Blue) at (Center of Spawn_for_rebels <gen>) facing Default building facing degrees
Trigger - Turn off Playing_2_blue <gen>
Playing 4 purple
Events
Player - Player 4 (Purple) types a chat message containing -playing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Villager for Player 4 (Purple) at (Center of Spawn_for_rebels <gen>) facing Default building facing degrees
Trigger - Turn off Playing_4_purple <gen>
Playing 5 Yelow
Events
Player - Player 5 (Yellow) types a chat message containing -playing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Villager for Player 5 (Yellow) at (Center of Spawn_for_rebels <gen>) facing Default building facing degrees
Trigger - Turn off Playing_5_Yelow <gen>
Playing 6 orange
Events
Player - Player 6 (Orange) types a chat message containing -playing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Red Empire Base of Operations for Player 6 (Orange) at (Center of Player_6_orange_zone <gen>) facing Default building facing degrees
Unit - Create 1 . Red Empire Worker for Player 6 (Orange) at (Center of Player_6_orange_zone <gen>) facing Default building facing degrees
Trigger - Turn off Playing_6_orange <gen>
Playing 7 green
Events
Player - Player 7 (Green) types a chat message containing -playing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Villager for Player 7 (Green) at (Center of Spawn_for_rebels <gen>) facing Default building facing degrees
Trigger - Turn off Playing_7_green <gen>
Playing 9 grey
Events
Player - Player 9 (Gray) types a chat message containing -playing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Villager for Player 9 (Gray) at (Center of Spawn_for_rebels <gen>) facing Default building facing degrees
Trigger - Turn off Playing_9_grey <gen>
Playing 10 light blue
Events
Player - Player 10 (Light Blue) types a chat message containing -playing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Villager for Player 10 (Light Blue) at (Center of Spawn_for_rebels <gen>) facing Default building facing degrees
Trigger - Turn off Playing_10_light_blue <gen>
Playing 11 dark green
Events
Player - Player 11 (Dark Green) types a chat message containing -playing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Villager for Player 11 (Dark Green) at (Center of Spawn_for_rebels <gen>) facing Default building facing degrees
Trigger - Turn off Playing_11_dark_green <gen>
Red
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Add 1000 to Player 1 (Red) . Current gold
Player - Add 500 to Player 1 (Red) . Current lumber
Orange
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Add 1000 to Player 6 (Orange) . Current gold
Player - Add 500 to Player 6 (Orange) . Current lumber
Blue
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Add 1000 to Player 2 (Blue) . Current gold
Player - Add 500 to Player 2 (Blue) . Current lumber
Yellow
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Add 1000 to Player 5 (Yellow) . Current gold
Player - Add 500 to Player 5 (Yellow) . Current lumber
Purple
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Add 1000 to Player 4 (Purple) . Current gold
Player - Add 500 to Player 4 (Purple) . Current lumber
Green
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Add 1000 to Player 7 (Green) . Current gold
Player - Add 500 to Player 7 (Green) . Current lumber
Gray
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Add 1000 to Player 9 (Gray) . Current gold
Player - Add 500 to Player 9 (Gray) . Current lumber
Light Blue
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Add 1000 to Player 10 (Light Blue) . Current gold
Player - Add 500 to Player 10 (Light Blue) . Current lumber
Dark Green
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Add 1000 to Player 11 (Dark Green) . Current gold
Player - Add 500 to Player 11 (Dark Green) . Current lumber
Player 1 red
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player - Add 100 to Player 1 (Red) . Current gold
Player 6 orange
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player - Add 100 to Player 1 (Red) . Current gold
Orange color
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Player - Change color of Player 6 (Orange) to Red , Changing color of existing units
Protest
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R001 (Unexpected type: 'techcode')
Actions
Player - Divert 0 % of the Gold income of (Owner of (Researching unit)) to Player 1 (Red)
Player - Divert 0 % of the Gold income of (Owner of (Researching unit)) to Player 6 (Orange)
Game - Display to (All players) the text: Someone has begun a protest...
Surrender
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R007 (Unexpected type: 'techcode')
Actions
Player - Divert 25 % of the Gold income of (Owner of (Researching unit)) to Player 1 (Red)
Player - Divert 25 % of the Gold income of (Owner of (Researching unit)) to Player 6 (Orange)
Game - Display to (All players) the text: A Player has surrendered and stopped their Protest.
lodge 1
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Unit - Order Villager 0352 <gen> to Harvest Nearby Lumber .
lodge 2
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Unit - Order Villager 0351 <gen> to Harvest Nearby Lumber .
lodge 3
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Unit - Order Villager 0353 <gen> to Harvest Nearby Gold .
Unit - Order Villager 0354 <gen> to Harvest Nearby Gold .
Unit - Order Villager 0355 <gen> to Harvest Nearby Gold .
Unit - Order Villager 0356 <gen> to Harvest Nearby Lumber .
Unit - Order Villager 0357 <gen> to Harvest Nearby Lumber .
Unit - Order Villager 0358 <gen> to Harvest Nearby Lumber .
Change for Assasin
Events
Unit - A unit Uses an item
Conditions
And - All (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Asssasin
Or - Any (Conditions) are true
Conditions
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 1)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 2)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 3)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 4)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 5)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 6)
Actions
Wait 1.00 seconds
Unit - Create 1 . Assasin for (Triggering player) at (Position of (Hero manipulating item)) facing Default building facing degrees
Unit - Remove (Hero manipulating item) from the game
Hero - Set (Last created unit) Hero-level to (Hero level of (Hero manipulating item)) , Hide level-up graphics
Unit - Set life of (Last created unit) to (Percentage life of (Hero manipulating item)) %
Item - Create Villager at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Last created unit)
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 1 (Red)
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 6 (Orange)
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 3 (Teal)
Player - For Player 1 (Red) , turn Alliance (non-aggression) Off toward (Triggering player)
Player - For Player 6 (Orange) , turn Alliance (non-aggression) Off toward (Triggering player)
Player - For Player 3 (Teal) , turn Alliance (non-aggression) Off toward (Triggering player)
Change for Assasin back to villager
Events
Unit - A unit Uses an item
Conditions
And - All (Conditions) are true
Conditions
Or - Any (Conditions) are true
Conditions
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 1)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 2)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 3)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 4)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 5)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 6)
(Unit-type of (Hero manipulating item)) Equal to Assasin
(Item-type of (Item being manipulated)) Equal to Villager
Actions
Wait 1.00 seconds
Unit - Create 1 . Villager for (Triggering player) at (Position of (Hero manipulating item)) facing Default building facing degrees
Unit - Remove (Hero manipulating item) from the game
Unit - Set life of (Last created unit) to (Percentage life of (Hero manipulating item)) %
Hero - Set (Last created unit) Hero-level to (Hero level of (Hero manipulating item)) , Hide level-up graphics
Item - Create Asssasin at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Last created unit)
Player - For Player 1 (Red) , turn Alliance (non-aggression) On toward (Triggering player)
Player - For Player 6 (Orange) , turn Alliance (non-aggression) On toward (Triggering player)
Player - For Player 3 (Teal) , turn Alliance (non-aggression) On toward (Triggering player)
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 1 (Red)
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 6 (Orange)
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 3 (Teal)
Change for Ranger
Events
Unit - A unit Uses an item
Conditions
And - All (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Ranger
Or - Any (Conditions) are true
Conditions
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 1)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 2)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 3)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 4)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 5)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 6)
Actions
Wait 1.00 seconds
Unit - Create 1 . Ranger for (Triggering player) at (Position of (Hero manipulating item)) facing Default building facing degrees
Unit - Remove (Hero manipulating item) from the game
Unit - Set life of (Last created unit) to (Percentage life of (Hero manipulating item)) %
Hero - Set (Last created unit) Hero-level to (Hero level of (Hero manipulating item)) , Hide level-up graphics
Item - Create Villager at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Last created unit)
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 1 (Red)
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 6 (Orange)
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 3 (Teal)
Player - For Player 1 (Red) , turn Alliance (non-aggression) Off toward (Triggering player)
Player - For Player 6 (Orange) , turn Alliance (non-aggression) Off toward (Triggering player)
Player - For Player 3 (Teal) , turn Alliance (non-aggression) Off toward (Triggering player)
Change for Ranger back to Villager
Events
Unit - A unit Uses an item
Conditions
And - All (Conditions) are true
Conditions
Or - Any (Conditions) are true
Conditions
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 1)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 2)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 3)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 4)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 5)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 6)
(Unit-type of (Hero manipulating item)) Equal to Ranger
(Item-type of (Item being manipulated)) Equal to Villager
Actions
Wait 1.00 seconds
Unit - Create 1 . Villager for (Triggering player) at (Position of (Hero manipulating item)) facing Default building facing degrees
Unit - Remove (Hero manipulating item) from the game
Unit - Set life of (Last created unit) to (Percentage life of (Hero manipulating item)) %
Hero - Set (Last created unit) Hero-level to (Hero level of (Hero manipulating item)) , Hide level-up graphics
Item - Create Ranger at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Last created unit)
Player - For Player 1 (Red) , turn Alliance (non-aggression) On toward (Triggering player)
Player - For Player 6 (Orange) , turn Alliance (non-aggression) On toward (Triggering player)
Player - For Player 3 (Teal) , turn Alliance (non-aggression) On toward (Triggering player)
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 1 (Red)
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 6 (Orange)
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 3 (Teal)
Change for Warrior
Events
Unit - A unit Uses an item
Conditions
And - All (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Warrior
Or - Any (Conditions) are true
Conditions
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 1)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 2)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 3)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 4)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 5)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 6)
Actions
Wait 1.00 seconds
Unit - Create 1 . Warrior for (Triggering player) at (Position of (Hero manipulating item)) facing Default building facing degrees
Unit - Remove (Hero manipulating item) from the game
Unit - Set life of (Last created unit) to (Percentage life of (Hero manipulating item)) %
Hero - Set (Last created unit) Hero-level to (Hero level of (Hero manipulating item)) , Hide level-up graphics
Item - Create Villager at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Last created unit)
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 1 (Red)
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 6 (Orange)
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 3 (Teal)
Player - For Player 1 (Red) , turn Alliance (non-aggression) Off toward (Triggering player)
Player - For Player 6 (Orange) , turn Alliance (non-aggression) Off toward (Triggering player)
Player - For Player 3 (Teal) , turn Alliance (non-aggression) Off toward (Triggering player)
Change for Warrior back to Villager
Events
Unit - A unit Uses an item
Conditions
And - All (Conditions) are true
Conditions
Or - Any (Conditions) are true
Conditions
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 1)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 2)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 3)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 4)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 5)
(Item being manipulated) Equal to (Item carried by (Hero manipulating item) in slot 6)
(Unit-type of (Hero manipulating item)) Equal to Warrior
(Item-type of (Item being manipulated)) Equal to Villager
Actions
Wait 1.00 seconds
Unit - Create 1 . Villager for (Triggering player) at (Position of (Hero manipulating item)) facing Default building facing degrees
Unit - Remove (Hero manipulating item) from the game
Unit - Set life of (Last created unit) to (Percentage life of (Hero manipulating item)) %
Hero - Set (Last created unit) Hero-level to (Hero level of (Hero manipulating item)) , Hide level-up graphics
Item - Create Warrior at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Last created unit)
Player - For Player 1 (Red) , turn Alliance (non-aggression) On toward (Triggering player)
Player - For Player 6 (Orange) , turn Alliance (non-aggression) On toward (Triggering player)
Player - For Player 3 (Teal) , turn Alliance (non-aggression) On toward (Triggering player)
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 1 (Red)
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 6 (Orange)
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 3 (Teal)
Villager
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Villager
Actions
Item - Make (Matching item) Undroppable
Item - Make (Item being manipulated) Unpawnable
Assasin
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Asssasin
Actions
Item - Make (Item being manipulated) Undroppable
Item - Make (Item being manipulated) Unpawnable
Ranger
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ranger
Actions
Item - Make (Item being manipulated) Undroppable
Item - Make (Item being manipulated) Unpawnable
warrior
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Warrior
Actions
Item - Make (Item being manipulated) Undroppable
Item - Make (Item being manipulated) Unpawnable
HQ 1 to Horse
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Pack Up HQ (1)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Packed Up HQ for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Horse 1 to HQ
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Rebuild HQ (1)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Rebellion Head Quarters for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
HQ 2 to Horse
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Pack Up HQ (2)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Packed Up HQ Phase 2 for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Horse 2 to HQ
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Rebuild HQ (2)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Rebellion Head Quarters (Phase 2) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
HQ 3 to Horse
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Pack Up HQ (3)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Packed Up HQ Phase 3 for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Horse 3 to HQ
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Rebuild HQ (3)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Rebellion Head Quarters (Phase 3) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Barracks 1 to Horse
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Pack Up Barracks (1 Barracks)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Packed Up Armory for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Horse 1 to Barracks
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Rebuild Barracks (1)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Rebellion Armory for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Barracks 2 to Horse
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Pack Up Barracks (2 Barracks)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Packed Up Armory Phase 2 for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Horse 2 to Barracks
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Rebuild Barracks (2)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Rebellion Armory (Phase 2) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Barracks 3 to Horse
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Pack Up Barracks (3 Barracks)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Packed Up Armory Phase 3 for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Horse 3 to Barracks
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Rebuild Barracks (3)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Rebellion Armory (Phase 3) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
R Armory 1 to Horse
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Pack Up Ranged Armory
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Packed Up Ranged Armory for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Horse to R Armory 1
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Rebuild Ranged Armory
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Rebellion Ranged Armory for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
R Armory 2 to Horse
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Pack Up Ranged Armory (2)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Packed Up Ranged Armory Phase 2 for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Horse to R Armory 2
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Rebuild Ranged Armory (2)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Rebellion Ranged Armory (Phase 2) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
R Armory 3 to Horse
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Pack Up Ranged Armory (3)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Packed Up Ranged Armory Phase 3 for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
Horse to R Armory 3
Events
Unit - A unit Finishes casting an ability
Conditions
And - All (Conditions) are true
Conditions
(Ability being cast) Equal to Rebuild Ranged Armory (3)
Actions
Wait 1.00 seconds
Unit - Remove (Casting unit) from the game
Unit - Create 1 . Rebellion Ranged Armory (Phase 3) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set life of (Last created unit) to (Percentage life of (Casting unit)) %
WAr
Events
Unit - A unit Is attacked
Conditions
Actions
Player - Make (Owner of (Attacked unit)) treat (Owner of (Attacking unit)) as an Enemy
Player - Make (Owner of (Attacking unit)) treat (Owner of (Attacked unit)) as an Enemy
Red is allied by Orange
Events
Player - Player 6 (Orange) types a chat message containing -Ally Red (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: ORANGE HAS ALLIED RED!
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Blue is allied by Purple
Events
Player - Player 4 (Purple) types a chat message containing -Ally Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: PURPLE HAS ALLIED BLUE!
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Blue is allied by Yellow
Events
Player - Player 5 (Yellow) types a chat message containing -Ally Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: YELLOW HAS ALLIED BLUE!
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision
Blue is allied by Green
Events
Player - Player 7 (Green) types a chat message containing -Ally Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GREEN HAS ALLIED BLUE!
Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally with shared vision
Blue is allied by Gray
Events
Player - Player 9 (Gray) types a chat message containing -Ally Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GRAY HAS ALLIED BLUE!
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally with shared vision
Blue is allied by Light blue
Events
Player - Player 10 (Light Blue) types a chat message containing -Ally Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: LIGHT BLUE HAS ALLIED BLUE!
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally with shared vision
Blue is allied by Dark Green
Events
Player - Player 11 (Dark Green) types a chat message containing -Ally Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: DARK GREEN HAS ALLIED BLUE!
Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Ally with shared vision
Purple is allied by Blue
Events
Player - Player 2 (Blue) types a chat message containing -Ally Purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: BLUE HAS ALLIED PURPLE!
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
Purple is allied by Yellow
Events
Player - Player 5 (Yellow) types a chat message containing -Ally Purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: YELLOW HAS ALLIED PURPLE!
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision
Purple is allied by Green
Events
Player - Player 7 (Green) types a chat message containing -Ally Purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GREEN HAS ALLIED PURPLE!
Player - Make Player 7 (Green) treat Player 4 (Purple) as an Ally with shared vision
Purple is allied by Gray
Events
Player - Player 9 (Gray) types a chat message containing -Ally Purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GRAY HAS ALLIED PURPLE!
Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Ally with shared vision
Purple is allied by light Blue
Events
Player - Player 10 (Light Blue) types a chat message containing -Ally Purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: LIGHT BLUE HAS ALLIED PURPLE!
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally with shared vision
Purple is allied by Dark Green
Events
Player - Player 11 (Dark Green) types a chat message containing -Ally Purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: DARK GREEN HAS ALLIED PURPLE!
Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Ally with shared vision
Yellow is allied by Blue
Events
Player - Player 2 (Blue) types a chat message containing -Ally Yellow (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: BLUE HAS ALLIED YELLOW!
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision
Yellow is allied by Purple
Events
Player - Player 4 (Purple) types a chat message containing -Ally Yellow (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: PURPLE HAS ALLIED YELLOW!
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision
Yellow is allied by Green
Events
Player - Player 7 (Green) types a chat message containing -Ally Yellow (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GREEN HAS ALLIED YELLOW!
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally with shared vision
Yellow is allied by Gray
Events
Player - Player 9 (Gray) types a chat message containing -Ally Yellow (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GRAY HAS ALLIED YELLOW!
Player - Make Player 9 (Gray) treat Player 5 (Yellow) as an Ally with shared vision
Yellow is allied by light Blue
Events
Player - Player 10 (Light Blue) types a chat message containing -Ally Yellow (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: LIGHT BLUE HAS ALLIED YELLOW!
Player - Make Player 10 (Light Blue) treat Player 5 (Yellow) as an Ally with shared vision
Yellow is allied by Dark Green
Events
Player - Player 11 (Dark Green) types a chat message containing -Ally Purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: DARK GREEN HAS ALLIED YELLOW!
Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Ally with shared vision
Orange is allied by Red
Events
Player - Player 1 (Red) types a chat message containing -Ally orange (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: RED HAS ALLIED ORANGE!
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
Green is allied by Blue
Events
Player - Player 2 (Blue) types a chat message containing -Ally Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: BLUE HAS ALLIED GREEN!
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally with shared vision
Green is allied by Purple
Events
Player - Player 4 (Purple) types a chat message containing -Ally Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: PURPLE HAS ALLIED GREEN!
Player - Make Player 4 (Purple) treat Player 7 (Green) as an Ally with shared vision
Green is allied by Yellow
Events
Player - Player 5 (Yellow) types a chat message containing -Ally Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: YELLOW HAS ALLIED GREEN!
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally with shared vision
Green is allied by Gray
Events
Player - Player 9 (Gray) types a chat message containing -Ally Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GRAY HAS ALLIED GREEN!
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally with shared vision
Green is allied by Light Blue
Events
Player - Player 10 (Light Blue) types a chat message containing -Ally Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: LIGHT BLUE HAS ALLIED GREEN!
Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Ally with shared vision
Green is allied by Dark Green
Events
Player - Player 11 (Dark Green) types a chat message containing -Ally Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: DARK GREEN HAS ALLIED GREEN!
Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Ally with shared vision
Gray is allied by Blue
Events
Player - Player 2 (Blue) types a chat message containing -Ally Gray (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: BLUE HAS ALLIED GRAY!
Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally with shared vision
Gray is allied by Purple
Events
Player - Player 4 (Purple) types a chat message containing -Ally Gray (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: PURPLE HAS ALLIED GRAY!
Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Ally with shared vision
Gray is allied by Yellow
Events
Player - Player 5 (Yellow) types a chat message containing -Ally Gray (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: YELLOW HAS ALLIED GRAY!
Player - Make Player 5 (Yellow) treat Player 9 (Gray) as an Ally with shared vision
Gray is allied by Green
Events
Player - Player 7 (Green) types a chat message containing -Ally Gray (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GREEN HAS ALLIED GRAY!
Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally with shared vision
Gray is allied by Light Blue
Events
Player - Player 10 (Light Blue) types a chat message containing -Ally Gray (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: LIGHT BLUE HAS ALLIED GRAY!
Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally with shared vision
Gray is allied by Dark Green
Events
Player - Player 11 (Dark Green) types a chat message containing -Ally Gray (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: DARK GREEN HAS ALLIED GRAY!
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Ally with shared vision
Light Blue is allied by Blue
Events
Player - Player 2 (Blue) types a chat message containing -Ally Light Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: BLUE HAS ALLIED LIGHT BLUE!
Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally with shared vision
Light Blue is allied by Purple
Events
Player - Player 4 (Purple) types a chat message containing -Ally Light Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: PURPLE HAS ALLIED LIGHT BLUE!
Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Ally with shared vision
Light Blue is allied by Yellow
Events
Player - Player 5 (Yellow) types a chat message containing -Ally Light Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: YELLOW HAS ALLIED LIGHT BLUE!
Player - Make Player 5 (Yellow) treat Player 10 (Light Blue) as an Ally with shared vision
Light Blue is allied by Green
Events
Player - Player 7 (Green) types a chat message containing -Ally Light Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GREEN HAS ALLIED LIGHT BLUE!
Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally with shared vision
Light Blue is allied by Gray
Events
Player - Player 9 (Gray) types a chat message containing -Ally Light Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GRAY HAS ALLIED LIGHT BLUE!
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision
Light Blue is allied by Dark Green
Events
Player - Player 11 (Dark Green) types a chat message containing -Ally Light Blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: DARK GREEN HAS ALLIED LIGHT BLUE!
Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Ally with shared vision
Dark Green is allied by Blue
Events
Player - Player 2 (Blue) types a chat message containing -Ally Dark Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: BLUE HAS ALLIED DARK GREEN!
Player - Make Player 2 (Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Dark Green is allied by Purple
Events
Player - Player 4 (Purple) types a chat message containing -Ally Dark Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: PURPLE HAS ALLIED DARK GREEN!
Player - Make Player 4 (Purple) treat Player 11 (Dark Green) as an Ally with shared vision
Dark Green is allied by Yellow
Events
Player - Player 5 (Yellow) types a chat message containing -Ally Dark Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: YELLOW HAS ALLIED DARK GREEN!
Player - Make Player 5 (Yellow) treat Player 11 (Dark Green) as an Ally with shared vision
Dark Green is allied by Green
Events
Player - Player 7 (Green) types a chat message containing -Ally Dark Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GREEN HAS ALLIED DARK GREEN!
Player - Make Player 7 (Green) treat Player 11 (Dark Green) as an Ally with shared vision
Dark Green is allied by Gray
Events
Player - Player 9 (Gray) types a chat message containing -Ally Dark Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: GRAY HAS ALLIED DARK GREEN!
Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Ally with shared vision
Dark Green is allied by Light Blue
Events
Player - Player 10 (Light Blue) types a chat message containing -Ally Dark Green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: LIGHT BLUE HAS ALLIED DARK GREEN!
Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Taxation
Events
Time - Elapsed game time is 0.50 seconds
Conditions
Actions
Player - Divert 25 % of the Gold income of Player 2 (Blue) to Player 1 (Red)
Player - Divert 25 % of the Gold income of Player 3 (Teal) to Player 1 (Red)
Player - Divert 25 % of the Gold income of Player 4 (Purple) to Player 1 (Red)
Player - Divert 25 % of the Gold income of Player 5 (Yellow) to Player 1 (Red)
Player - Divert 25 % of the Gold income of Player 7 (Green) to Player 1 (Red)
Player - Divert 25 % of the Gold income of Player 9 (Gray) to Player 1 (Red)
Player - Divert 25 % of the Gold income of Player 10 (Light Blue) to Player 1 (Red)
Player - Divert 25 % of the Gold income of Player 11 (Dark Green) to Player 1 (Red)
Player - Divert 25 % of the Gold income of Player 12 (Brown) to Player 1 (Red)
Player - Divert 25 % of the Gold income of Player 2 (Blue) to Player 6 (Orange)
Player - Divert 25 % of the Gold income of Player 3 (Teal) to Player 6 (Orange)
Player - Divert 25 % of the Gold income of Player 4 (Purple) to Player 6 (Orange)
Player - Divert 25 % of the Gold income of Player 5 (Yellow) to Player 6 (Orange)
Player - Divert 25 % of the Gold income of Player 7 (Green) to Player 6 (Orange)
Player - Divert 25 % of the Gold income of Player 9 (Gray) to Player 6 (Orange)
Player - Divert 25 % of the Gold income of Player 10 (Light Blue) to Player 6 (Orange)
Player - Divert 25 % of the Gold income of Player 11 (Dark Green) to Player 6 (Orange)
Player - Divert 25 % of the Gold income of Player 12 (Brown) to Player 6 (Orange)
Ally
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Neutral
Player - Make Player 12 (Brown) treat Player 6 (Orange) as an Neutral
Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Neutral
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Neutral
Player - Make Player 6 (Orange) treat Player 12 (Brown) as an Neutral
Player - Make Player 3 (Teal) treat Player 12 (Brown) as an Neutral
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision
Income for Rebel Support 1
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to (Number of players) , do (Actions)
Loop - Actions
Set Variable Set RebellionSupport[1] = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Rebellion Support Center) and ((Owner of (Matching unit)) Equal to (Player((Integer A))))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in RebellionSupport[1]) Equal to 1
Then - Actions
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + 50)
Else - Actions
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + 50)
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + (5 x ((Number of units in RebellionSupport[1]) - 1)))
For each (Integer A) from 1 to (Number of players) , do (Actions)
Loop - Actions
Set Variable Set RebellionSupport[1] = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Rebellion Support Center) and ((Owner of (Matching unit)) Equal to (Player((Integer A))))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in RebellionSupport[1]) Equal to 1
Then - Actions
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + 10)
Else - Actions
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + 10)
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + (5 x ((Number of units in RebellionSupport[1]) - 1)))
For each (Integer A) from 1 to (Number of players) , do (Actions)
Loop - Actions
Set Variable Set RebellionSupport[2] = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Rebellion Support Hall) and ((Owner of (Matching unit)) Equal to (Player((Integer A))))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in RebellionSupport[2]) Equal to 1
Then - Actions
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + 200)
Else - Actions
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + 200)
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + (5 x ((Number of units in RebellionSupport[2]) - 1)))
For each (Integer A) from 1 to (Number of players) , do (Actions)
Loop - Actions
Set Variable Set RebellionSupport[2] = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Rebellion Support Hall) and ((Owner of (Matching unit)) Equal to (Player((Integer A))))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in RebellionSupport[2]) Equal to 1
Then - Actions
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + 25)
Else - Actions
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + 25)
Player - Set (Player((Integer A))) . Current gold to (((Player((Integer A))) Current gold) + (5 x ((Number of units in RebellionSupport[2]) - 1)))
Unit - A unit enters Gate_Trigger_Empire_Soldiers <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Game - Display to (All players) for 10.00 seconds the text: Empire Soldiers: FOR THE KING!
Unit - Create 12 . Red Empire Soldier for Player 8 (Pink) at (Center of Gate_Spawn_Empire_Soldiers <gen>) facing Default building facing degrees
Unit Group - Order (Last created unit group) to Attack-Move To . (Center of Gate_Rally_Empire_Soldiers <gen>)
Unit - Create 6 . Red Empire Archer for Player 8 (Pink) at (Center of Gate_Spawn_Empire_Soldiers <gen>) facing Default building facing degrees
Unit Group - Order (Last created unit group) to Attack-Move To . (Center of Gate_Rally_Empire_Soldiers <gen>)
Player - Change color of Player 8 (Pink) to Red , Changing color of existing units
Trigger - Turn off Gate <gen>
Law 1
Events
Time - Elapsed game time is 100.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Law 1: Any form of rebellion, public or secret, is punishable by death.
Law 2
Events
Time - Elapsed game time is 200.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Law 2: Any unauthorized military structure is subject to a 500 gold fine to all surrounding players and its owner is subject to the penalty of death.
Law 3
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Law 3: Any rebellious base found is subject to supervision by military officers and a 300 gold fine.
Law 4
Events
Time - Elapsed game time is 400.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Law 4: Failure to comply to any Imperial official is subject to a 100 gold fine.
Law 5
Events
Time - Elapsed game time is 500.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Law 5: Any person declaring protest against the empire is subject to a 1000 gold fine, requires immidiate submission to Imperial officials, and the protest must be ended.
Law 6
Events
Time - Elapsed game time is 600.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Law 6: Any attack on Imperial troops is subject to death to all involved soldiers and a 1000 gold fine.
Law 7
Events
Time - Elapsed game time is 700.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Law 7: Failure to comply to any law is subject to supervision and punishment.
Conscript
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Limit training of Rebel Conscript to 50 for Player 2 (Blue)
Player - Limit training of Rebel Conscript to 50 for Player 3 (Teal)
Player - Limit training of Rebel Conscript to 50 for Player 4 (Purple)
Player - Limit training of Rebel Conscript to 50 for Player 5 (Yellow)
Player - Limit training of Rebel Conscript to 50 for Player 7 (Green)
Player - Limit training of Rebel Conscript to 50 for Player 9 (Gray)
Player - Limit training of Rebel Conscript to 50 for Player 10 (Light Blue)
Player - Limit training of Rebel Conscript to 50 for Player 11 (Dark Green)
Player - Limit training of Rebel Conscript Archer to 50 for Player 2 (Blue)
Player - Limit training of Rebel Conscript Archer to 50 for Player 3 (Teal)
Player - Limit training of Rebel Conscript Archer to 50 for Player 4 (Purple)
Player - Limit training of Rebel Conscript Archer to 50 for Player 5 (Yellow)
Player - Limit training of Rebel Conscript Archer to 50 for Player 7 (Green)
Player - Limit training of Rebel Conscript Archer to 50 for Player 9 (Gray)
Player - Limit training of Rebel Conscript Archer to 50 for Player 10 (Light Blue)
Player - Limit training of Rebel Conscript Archer to 50 for Player 11 (Dark Green)
Armoured Rebel
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Limit training of Armoured Rebel Soldier to 15 for Player 2 (Blue)
Player - Limit training of Armoured Rebel Soldier to 15 for Player 3 (Teal)
Player - Limit training of Armoured Rebel Soldier to 15 for Player 4 (Purple)
Player - Limit training of Armoured Rebel Soldier to 15 for Player 5 (Yellow)
Player - Limit training of Armoured Rebel Soldier to 15 for Player 7 (Green)
Player - Limit training of Armoured Rebel Soldier to 15 for Player 9 (Gray)
Player - Limit training of Armoured Rebel Soldier to 15 for Player 10 (Light Blue)
Player - Limit training of Armoured Rebel Soldier to 15 for Player 11 (Dark Green)
Player - Limit training of Rebel Archer to 15 for Player 2 (Blue)
Player - Limit training of Rebel Archer to 15 for Player 3 (Teal)
Player - Limit training of Rebel Archer to 15 for Player 4 (Purple)
Player - Limit training of Rebel Archer to 15 for Player 5 (Yellow)
Player - Limit training of Rebel Archer to 15 for Player 7 (Green)
Player - Limit training of Rebel Archer to 15 for Player 9 (Gray)
Player - Limit training of Rebel Archer to 15 for Player 10 (Light Blue)
Player - Limit training of Rebel Archer to 15 for Player 11 (Dark Green)
Workers Red n Orange
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Limit training of Red Empire Worker to 25 for Player 1 (Red)
Player - Limit training of Red Empire Worker to 25 for Player 6 (Orange)
Elites Red Empire
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Limit training of Red Empire Elite Soldier to 5 for Player 1 (Red)
Player - Limit training of Red Empire Elite Soldier to 5 for Player 6 (Orange)
Player - Limit training of Red Empire Elite Guardsman to 5 for Player 6 (Orange)
Player - Limit training of Red Empire Elite Guardsman to 5 for Player 1 (Red)
Player - Limit training of Red Empire Elite Archer to 5 for Player 1 (Red)
Player - Limit training of Red Empire Elite Archer to 5 for Player 6 (Orange)
Elite Guardsmen if Choose
Events
Unit - A unit Begins research
Conditions
(Researched tech-type) Equal to R00B (Unexpected type: 'techcode')
Actions
Player - Set the max research level of R00A (Unexpected type: 'techcode') to 0 for (Owner of (Researching unit))
Player - Set the current research level of R00A (Unexpected type: 'techcode') to 0 for (Owner of (Researching unit))
Elite Soldiers if Choose
Events
Unit - A unit Begins research
Conditions
(Researched tech-type) Equal to R00A (Unexpected type: 'techcode')
Actions
Player - Set the max research level of R00B (Unexpected type: 'techcode') to 0 for (Owner of (Researching unit))
Player - Set the current research level of R00B (Unexpected type: 'techcode') to 0 for (Owner of (Researching unit))
Empire Captains
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player - Limit training of Red Empire Captain to 5 for Player 1 (Red)
Player - Limit training of Red Empire Captain to 5 for Player 6 (Orange)
T1 Empire
Events
Unit - A unit enters Town_1_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Empire Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Unit - Change ownership of Circle of Power 0365 <gen> to Player 1 (Red) and Change color
Trigger - Turn on Money_T1_Empire <gen>
Trigger - Turn on T1_Rebels <gen>
Trigger - Turn off T1_Empire <gen>
T1 Rebels
Events
Unit - A unit enters Town_1_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Rebellion Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Change ownership of Circle of Power 0365 <gen> to Player 2 (Blue) and Change color
Trigger - Turn on Money_T1_Rebels <gen>
Trigger - Turn on T1_Empire <gen>
Trigger - Turn off T1_Rebels <gen>
Money T1 Empire
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 6 (Orange) . Current gold
Money T1 Rebels
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player - Add 100 to Player 2 (Blue) . Current gold
Player - Add 100 to Player 4 (Purple) . Current gold
Player - Add 100 to Player 5 (Yellow) . Current gold
Player - Add 100 to Player 7 (Green) . Current gold
Player - Add 100 to Player 9 (Gray) . Current gold
Player - Add 100 to Player 10 (Light Blue) . Current gold
Player - Add 100 to Player 11 (Dark Green) . Current gold
Turn off Money Empire T1
Events
Unit - A unit enters Town_1_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Rebellion Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Trigger - Turn off Money_T1_Empire <gen>
Turn off Money Rebels T1
Events
Unit - A unit enters Town_1_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Empire Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Trigger - Turn off Money_T1_Rebels <gen>
T2 Empire
Events
Unit - A unit enters Town_2_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Empire Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Unit - Change ownership of Circle of Power 0364 <gen> to Player 1 (Red) and Change color
Trigger - Turn on Money_T2_Empire <gen>
Trigger - Turn on T2_Rebels <gen>
Trigger - Turn off T2_Empire <gen>
T2 Rebels
Events
Unit - A unit enters Town_2_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Rebellion Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Change ownership of Circle of Power 0364 <gen> to Player 2 (Blue) and Change color
Trigger - Turn on Money_T2_Rebels <gen>
Trigger - Turn on T2_Empire <gen>
Trigger - Turn off T2_Rebels <gen>
Money T2 Empire
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 6 (Orange) . Current gold
Money T2 Rebels
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player - Add 100 to Player 2 (Blue) . Current gold
Player - Add 100 to Player 4 (Purple) . Current gold
Player - Add 100 to Player 5 (Yellow) . Current gold
Player - Add 100 to Player 7 (Green) . Current gold
Player - Add 100 to Player 9 (Gray) . Current gold
Player - Add 100 to Player 10 (Light Blue) . Current gold
Player - Add 100 to Player 11 (Dark Green) . Current gold
Turn off Money Empire T2
Events
Unit - A unit enters Town_2_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Rebellion Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Trigger - Turn off Money_T2_Empire <gen>
Turn off Money Rebels T2
Events
Unit - A unit enters Town_2_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Empire Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Trigger - Turn off Money_T2_Rebels <gen>
T3 Empire
Events
Unit - A unit enters Town_3_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Empire Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Unit - Change ownership of Circle of Power 0363 <gen> to Player 1 (Red) and Change color
Trigger - Turn on Money_T3_Empire <gen>
Trigger - Turn on T3_Rebels <gen>
Trigger - Turn off T3_Empire <gen>
T3 Rebels
Events
Unit - A unit enters Town_3_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Rebellion Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Change ownership of Circle of Power 0363 <gen> to Player 2 (Blue) and Change color
Trigger - Turn on Money_T3_Rebels <gen>
Trigger - Turn on T3_Empire <gen>
Trigger - Turn off T3_Rebels <gen>
Money T3 Empire
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 6 (Orange) . Current gold
Money T3 Rebels
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player - Add 100 to Player 2 (Blue) . Current gold
Player - Add 100 to Player 4 (Purple) . Current gold
Player - Add 100 to Player 5 (Yellow) . Current gold
Player - Add 100 to Player 7 (Green) . Current gold
Player - Add 100 to Player 9 (Gray) . Current gold
Player - Add 100 to Player 10 (Light Blue) . Current gold
Player - Add 100 to Player 11 (Dark Green) . Current gold
Turn off Money Empire T3
Events
Unit - A unit enters Town_3_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Rebellion Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 7 (Green)
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Trigger - Turn off Money_T3_Empire <gen>
Turn off Money Rebels T3
Events
Unit - A unit enters Town_3_Take_Over_Region <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Empire Politician
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Trigger - Turn off Money_T3_Empire <gen>
Win Rebels
Events
Unit - Red Empire Tyrant 0020 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: The Rebellion has conquered the evil Red Empire and now all peoples are free from terany and injustice!
Wait 15.00 seconds
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Town 1
Events
Unit - Circle of Power 0365 <gen> Changes owner
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Ownership-changed unit)) Equal to Player 2 (Blue)
(Owner of (Ownership-changed unit)) Equal to Player 4 (Purple)
(Owner of (Ownership-changed unit)) Equal to Player 5 (Yellow)
(Owner of (Ownership-changed unit)) Equal to Player 6 (Orange)
(Owner of (Ownership-changed unit)) Equal to Player 7 (Green)
(Owner of (Ownership-changed unit)) Equal to Player 9 (Gray)
(Owner of (Ownership-changed unit)) Equal to Player 10 (Light Blue)
(Owner of (Ownership-changed unit)) Equal to Player 11 (Dark Green)
Actions
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Enemy
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Enemy
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Enemy
Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Enemy
Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Enemy
Town 2
Events
Unit - Circle of Power 0364 <gen> Changes owner
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Ownership-changed unit)) Equal to Player 2 (Blue)
(Owner of (Ownership-changed unit)) Equal to Player 4 (Purple)
(Owner of (Ownership-changed unit)) Equal to Player 5 (Yellow)
(Owner of (Ownership-changed unit)) Equal to Player 6 (Orange)
(Owner of (Ownership-changed unit)) Equal to Player 7 (Green)
(Owner of (Ownership-changed unit)) Equal to Player 9 (Gray)
(Owner of (Ownership-changed unit)) Equal to Player 10 (Light Blue)
(Owner of (Ownership-changed unit)) Equal to Player 11 (Dark Green)
Actions
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Enemy
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Enemy
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Enemy
Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Enemy
Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Enemy
Town 3
Events
Unit - Circle of Power 0363 <gen> Changes owner
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Ownership-changed unit)) Equal to Player 2 (Blue)
(Owner of (Ownership-changed unit)) Equal to Player 4 (Purple)
(Owner of (Ownership-changed unit)) Equal to Player 5 (Yellow)
(Owner of (Ownership-changed unit)) Equal to Player 6 (Orange)
(Owner of (Ownership-changed unit)) Equal to Player 7 (Green)
(Owner of (Ownership-changed unit)) Equal to Player 9 (Gray)
(Owner of (Ownership-changed unit)) Equal to Player 10 (Light Blue)
(Owner of (Ownership-changed unit)) Equal to Player 11 (Dark Green)
Actions
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Enemy
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Enemy
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Enemy
Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Enemy
Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Enemy
Player 1
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Player 1 Red has left the game!
Player 2
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Player 2 Blue has left the game!
Player 4
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Player 4 Purple has left the game!
Player 5
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Player 5 Yellow has left the game!
Player 7
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Player 7 Green has left the game!
Player 6
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Player 6 Orange has left the game!
Player 9
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Player 9 Gray has left the game!
Player 10
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Player 10 Light Blue has left the game!
Player 11
Events
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Player 11 Dark Green has left the game!
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